Physical OptionsSpecialties
Hazard Check ~ +1 bonus to pilot skills to avoid falling.Evasive Movement ~ cost 15xp
Evasive Movement equal to Running MP, and gains an additional Defensive Modifier.
Evasive Movement generates 4 points of heat.
A unit using Defensive unit may make no attack/scout rolls.
A unit that is Prone losses all benefits of Evasive movement.
Base Hazard Check tn 6+ ~> +0 Def Modifier
Base Hazard Check tn 4+ ~> +1 Def Modifier
Base Hazard Check tn 2+ ~> +2 Def Modifier
Base Hazard Check tn 1- ~> +3 Def Modifier



Roll with the Punches ~ cost 35xp
Once per mission, when taking a critical hit, they may add or subtract one to the location of the critical they take.
{Requires Evasive Movement}


Steady as she goes ~ cost 10xp
once per game the character may adjust a Pilot Skill check related to avoiding a fall, as if they had a point of Edge.


Surefooted ~ cost 15xp
The character may expend edge, and state that they are 'Surefooted'.  The character automatically succeeds at making a Pilot check to avoid a fall.
Mech Specialist ~ +1 bonus to pilot skills or,
May increase the size of dice by one,
for a single weight class of mechs.

10 to 20 tons ~ Light
   (Bug Warriors!)
25 to 30 tons ~ Medium
35 to 40 tons ~ Heavy
45 to 50 tons ~ Assault

Born to fly ~ cost 15xp
Reduce the heat generated from a jump by one for each point in Mech Specialist. (minimum of 3 heat)


Shoot on the Fly ~ cost 35xp
When the pilot jumps, they reduce the movement penalty to fire by one.
{Requires Born to Fly}


Sprinting ~ cost 15xp
A mech with (2) working hip actuators may make use of Sprinting movement.
A sprinting mech may not make any attack/scout rolls.
A sprinting mech makes Pilot Skill Checks at penalty 2.
Attacks against a sprinting mech receive a bonus of one.
Sprinting = Double current walking/cruise MP and generates (3) Heat.


Run and Gun ~ cost 35xp
When the pilot runs and gains a +4 Defense modifier, they reduce the movement penalty to fire by one.
{Requires Sprinting}
Physical Combat
+1 bonus to pilot skills during the Physical Combat Phase.
In your face ~ cost 15xp
Once per mission the character may adjust dice rolls related to a Physical Attack, as if they had a point of Edge.


Head Hunter ~ cost 15xp
Select a Melee weapon, when using that melee weapon, reduce the penalty to use Punch Charts by 1.


Armed and Dangerous ~ cost 35xp
When using melee weapon, reduce the penalty to use Punch Charts by 2 {minimum of 0}.
{Requires Head Hunter}


Not the Face ~ cost 15xp
+1 Def Modifier to avoid Physical attacks that use Punch Locations.


Can't touch this ~ cost 35xp
+1 Def Modifier to avoid all Physical attacks.
{Requires Not the Face}
Tactics
+1 bonus to pilot skills, when rolling for Initiative.
Bodyguard ~ cost 10xp
When you are within 4 hexes of them, your Unit commander gains +1 tactics (max 2)


Got your back ~ cost 15xp
When you are within 6 hexes of them, your Unit commander gains +1 tactics (max 2)
{Requires Bodyguard}


Tactical Hunch ~ cost 15xp
once per game the character may adjust a die roll related to initiative, as if they had a point of Edge.


Moment of Clarity ~ cost 35xp
BEFORE the character rolls initiative, expend a point of edge, and state that your character has a moment of clarity.  The Character automatically wins Initiative for that turn.
{Requires Tactical Hunch}


The lonely road ~ cost 15xp
+1 bonus to character's tactics when they are not part of a Lance


I work alone ~ cost 35xp
+1 bonus to character's tactics when they are not part of a Lance
Toughness
For each level negate one penalty point from wounds.
Fast Healer ~ cost 10xp
Heal one additinal lethal wounds allowed from medical care between missions.


Iron Warrior ~ cost 15xp
Heal double the lethal wounds allowed between missions.
{Requires Fast Healer}